Server Commands:
g_thawtime (default
3.0) The amount of time, in seconds, a player must stand next
to a teammate to thaw him. Fractional values (e.g. 2.5) are fine.
g_autothawtime
(default 150) The amount of time, in seconds, it takes for a
player to thaw automatically. Whole numbers only.
g_hardcore (default
0) Set this to "1" to enable a hardcore suicide
policy. Cratering and drowning players will freeze, and
corpsicles in lava/slime/voids/death fog will take g_llamaPenalty
seconds to thaw.
g_llamaPenalty
(default 3) Set this to the number of seconds it takes to
thaw in lava/slime/voids/death fog. Fractional values (like 2.5)
are fine.
g_noDamageTime
(default 0) The amount of time, in seconds, that a player
cannot be damaged after he spawns in. Fractional values are fine.
g_noAttackTime
(default 0) The amount of time, in seconds, that a player
cannot fire his weapon after he spawns in. This is meant to be used
with g_noDamageTime on Instafreeze servers. Fractional values are fine.
g_noFreezeTime
(default 2) The amount of time, in seconds, that a player
cannot be frozen after he spawns in. Fractional values are fine.
g_startArmor
(default 0)* Use to set the amount of armor a player will
spawn with
dmflags (default 0)*
Uses a binary mask to set certain properties of the server.
Add up all the numbers in front of the features you wish to
enable and set dmflags to that value.
(8) - No Falling Damage. (16) - Fixed Field of
View (players' cg_fov will be locked at 90) (32) - No
footsteps. Footsteps will not be audible when a player is running
(64) - No Item Reset. When used, means that when a team wins
a round all the living players will not have their health and
weapon ammo reset. This would leave them at a disadvantage as the
entire enemy team will be coming in fresh. (128) - No Team
Reset. This means that when a round is won, only the losing team
will be unfrozen. The winning team still may have a few people
that are frozen and that need to be saved. This will also leave
the winning team at a disadvantage conceivably. (256) -
Weapons Stay. Weapons will not disappear when picked up. (512)
- No Playerclip. Players can move through so-called "clip
brushes", invisible brushes which are used to close certain
areas off. (1024) - Nightmare Mode. This is a special setting
players had asked be put in. It is basically hyper-Freeze Tag.
All weapons do mega-damage with lots of starting ammo. It's
Freeze on steroids. Note that with weaponlimit (see below)
set to 2048, the Gauntlet will not do super damage. (2048) -
No Self Damage.
Example: for a"nightmare mode" server
with no footsteps and no falling damage, dmflags would be
set to 1044 (8 + 32 + 1024)
wpflags (default 1)*
Uses a binary mask to determine what weapons players will
spawn with.
(1) - Machinegun (2) - Shotgun (4) -
Grenade Launcher (8) - Rocket Launcher (16) -
Lightninggun (32) - Railgun (64) - Plasmagun (128) -
BFG10K (256) - Nailgun (team arena only) (512) - Prox
Launcher (team arena only) (1024) - Chaingun (team arena
only)
Example: for a server on which players would spawn
with MG, SG and RG, dmflags would be set to 35 (1 + 2 +
32)
weaponlimit (default
0)* Uses a binary mask to remove weapons and the ammo from a
map. Uses the same values as wpflags.
g_grapple (default
0)* Set this to "1" to enable the grappling hook on
the server.
g_grapplespeed
(default 1800) Determines how fast the grappling hook flies
g_grapplepullspeed
(default 1200) Determines how fast the grapple pulls players
along
g_grappledelay
(default 400) The minimum number of milliseconds between
grapples. In other words, the reload time of the grapple.
g_reloadfactor
(default 1) A number usually between 0 and 1 that is
multiplied against the reload time. 0 is no reload time, 1 is
normal. Settings below 0.5 are not recommended, as reload times
will quickly start to become framerate-dependent for some
weapons. (For example, if it is set to 0.5, the lightning gun
will not fire as quickly for players whose framerates are below
40.) You can get around this by using pmove_fixed.
This setting is probably most useful in instagib
(instafreeze?) mode. Here is a list of reload times for the
various weapons:
Gauntlet: 0.4 (2/5) seconds Machinegun: 0.1
(1/10) seconds Shotgun: 1 second Grenade Launcher: 0.8
(8/10) seconds Rocket Launcher: 0.8 (8/10) seconds Lightning
Gun: 0.05 (1/20) seconds Railgun: 1.5 (1 1/2) seconds
Plasmagun: 0.1 (1/10) seconds BFG: 0.2 (1/5) seconds
So if you wanted the railgun to reload every 1
second, you would set g_reloadFactor to 0.666.
g_railjumpknock
(default 0) Determines the strenght of the knockback of the
Railgun. This only affects the player that fired the shot.
Setting this to 100 will give a knockback equal to that of the
Rocket Launcher. This allows making rail jumps.
g_delagHitscan
(default 1) Setting this to "0" will disable full
lag compensation. Unlagged 2.0's correction for Quake 3's built-in
50ms lag will still be in effect, however. (This is the same
correction that CPMA and OSP use.)
g_smoothClients
(default 1) The implementation of this has changed. Previously,
having g_smoothClients set to "1" would simply prepare
for extrapolation on clients that set cg_smoothClients to "1".
Having g_smoothClients enabled on the server and cg_smoothClients
enabled on the client would tend to smooth out other players who
would otherwise skip around because of a laggy connection.
g_smoothClients now extrapolates player positions on the server,
making cg_smoothClients unnecessary and reducing network bandwidth
requirements somewhat. The only downside is a nearly unappreciable
amount of CPU usage. For the sake of your clients who would actually
like to hit a player who would otherwise be skipping around,
please leave this enabled unless you are really strapped
for CPU power.
g_lightningDamage
(default 8) With the lightning gun being so easy to use with
lag compensation turned on, there has been a big debate over
whether or not it's too powerful. People who say it is contend
that the damage amount was assigned after the networking was in
place; therefore the weapon had to be overpowered to make it
useful. People who say it isn't say that the people on the
receiving end simply aren't used to having the shaft pointed at
them so much by people who can use it, and haven't had a chance
to learn to dodge it properly.
I lean toward the latter, which is why the default on this
setting is the damage the lightning gun does normally. However,
if you have a problem with its overuse on your server, you might
try setting it to 7 after removing it from wpflags.
ref_password
(default "none") Set it if you want a referee.
Players can use the ref command to authenticate as referee
using this password. If set to "none" players
cannot authenticate as referee.
g_refAutologin
(default 0) Set this to "1" if you'd like referees
to be able to login automatically by setting ref_login.
g_doTimeouts
(default 0) Set to "1" if you want teams to be able
to call timeouts
g_maxTimeout
(default 120) Maximum duration of a team timeout in seconds
g_numTimeouts
(default 3) Maximum number of team timeouts per team per game
g_doReady (default
0) Set to "1" if you want players to have to ready
up
g_readyPercent
(default 50) Percent of all players needed to be ready to
start
g_doTeamLocks
(default 0) Set to "1" if you want teams lockable
g_forceNoFloat
(default 0) This is the amount of time players are allowed to
free-float as frozen spectators before they are forced to follow
a teammate. A setting of "0" will let players
free-float indefinitely.
g_allowFollowEnemy
(default 1) With this set to "1," when another an
enemy rails a corpsicle or hits one with the gauntlet, the player
whose corpsicle it is will spectate the enemy player. Set this to
"0" if you'd rather not have that happen.
g_allowThirdPerson
(default 1) Set to "0" if you don't want players to
be able to play in third-person mode.
disable_item_<item>
(default 0)* Set this to "1" to remove specific
powerups from the game. Replace <item> with the full name
of the item. Setting disable_item_quad to "1"
will remove the Quad Damage from the game. See the file items.txt
for a list of items, and ft-hook-rail.cfg for more
examples.
vote_* variables
(all default 1) Disable voting options by setting these
values to 0 one at a time.
vote_capturelimit vote_timelimit vote_warmup
vote_friendlyfire vote_gametype vote_grapple
vote_lagcomp vote_kick vote_remove vote_putblue
vote_putred vote_kick vote_map vote_restart
vote_nextmap vote_railjump
g_noVoiceChatSounds
(default 0) Set this to "1" if you run a server and
your players abuse the voice chat sounds. Players will no longer
hear the voice chat sounds.
Client Commands:
+button5* Bind
this to a key to fire the grappling hook if it's enabled on the
server.
cg_enemyModel
(default "") Set this to the name of the model you
want all of your enemies' bodies to appear as. This option is
only meaningful if you are forcing models.
cg_enemyHeadModel
(default "") Set this to the name of the model you
want all of your enemies' heads to appear as. This option is only
meaningful if you are forcing models.
cg_swapSkins
(default 0) Set this to "1" if you want team colors
swapped. This only applies to player models. This is useful in
maps where one team color easily blends in.
cg_otherRailTrailTime
(default 400) UFreeze has split the duration of rail trails into
two variables: cg_railTrailTime and cg_otherRailTrailTime. The first
is the amount of time, in milliseconds, that your own rail trail
will last. The second is hopefully self-explanatory.
cg_drawFrozen
(default 1) Set this to "0" if you'd rather not
have your "% Frozen" or "% Thawed" indicator
drawn when you are frozen.
cg_lastCue (default
1) Set this to "0" if you'd rather not hear the
"last man" buzzer.
cg_noChatBeep
(default 0) Set this to "1" if you'd rather not
hear the beeping sound when global chats are printed to your console.
cg_noTeamChatBeep
(default 0) Set this to "1" if you'd rather not
hear the beeping sound when team chats are printed to your console.
cg_noStats
(default 0) Set this to "1" if you'd rather the server
didn't dump your stats to the console at the end of every map.
cg_delag (default 1)
Set this to "0" if you'd rather not have the server
compensate for your ping. This setting is only meaningful if the
server is compensating for lag (see g_delagHitscan). You
can also set this in the SETUP->GAME OPTIONS menu.
This can also be used to opt into lag compensation
for certain weapons. It's a binary mask like dmflags - so
add up the numbers for the weapons you want lag compensated and
set cg_delag to that.
(1) - all hitscan weapons (overrides any other
setting) (2) - machinegun (4) - shotgun (8) -
lightning gun (16) - railgun
cg_projectileNudge (default 0)
If you want to use this feature set it to your average ping on
the server you're currently playing on. The number you set this to
is the number of milliseconds your client game will extrapolate projectile
positions. This makes the projectiles easier to dodge, though they
will seem to fly very fast and will appear to stick into the ground
for a bit before they explode. If you can handle that, go for it -
it can help a lot.
cg_iceChips
(default 1) Set to 1 to disable ice chips for faster
framerates - though not much faster. You can also set this in the
SETUP->GAME OPTIONS menu.
cg_weather (default
1) Set this to "0" if you would rather not see
autothaw-time-based weather effects. You can also set this in the
SETUP->GAME OPTIONS menu.
cg_chatFilter
(default 0) Set this to "1" if you want player
chats filtered for profanity. You can also set this in the
SETUP->GAME OPTIONS menu.
ready Signals the
server that you're ready
notready Signals
the server that you're not ready
lock Locks the amount
of players in your team
unlock Unlocks the
amount of players in your team
timeout / pause Calls
a team timeout which lasts for maxTimeout seconds (and it
uses up 1 team timeout)
timein / unpause Ends
a timeout immediately
drop <item>* Drops
an item or weapon.
g_enablebreath
(default 1)* Set to "0" to disable the breathe
effect coming off players.
vsay <command>*
Voice communication. This will send a voicechat message to
every player in the game. Replace <command> with any of the
following commands:
yes - says "Roger" or "Affirmative"
no - says "Negative" praise - says "Thanks
for the thaw" or "Thank you" onfollow - says
"I'm Following" help - says "I'm frozen"
or "Someone unfreeze me" helping - says "I'm
coming to help" or "I'm on my way"
vsay_team <command>*
Same as vsay but vsay_team only sends the voicechat
message to members of your team.
vosay <command>*
Same as vsay but this won't display the text message
that comes along with the voicechat message.
vosay_team
<command>* Same as vsay_team but this won't
display the text message that comes along with the voicechat
message.
cg_teamchatsonly
(default 0)* Setting this to "1" will filter out
any non-teamchat message.
cg_novoicechats
(default 0)* Setting this to "1" will filter out
all voicechat messages.
cg_novoicetexts
(default 0)* Setting this to "1" will filter out
all text messages that come with voicechats. The voicechat will
still be played.
cg_noVoiceChatSounds
(default 0) Set this to "1" if you don't want to
hear voice chats.
ref_login (default
"none") Set this to a server for which you have
been given a login as a referee, and the administrator has
enabled referee autologins. When you connect, you will
automatically become a referee.
clients Issue the
"clients" command to see information on all the other
players on the server. This is especially helpful for some voting
options and the stats command.
stats, topshots, bottomshots
Issue the "stats" command to see accuracy
statistics on yourself. You may optionally provide a client
number (see clients) to see accuracy statistics on another
player. Typing "/stats" and then pressing TAB will show
you additional statistics commands.
Topshots and bottomshots will show you the best
player accuracies and the worst player accuracies. You may also
give this command a weapon abbreviation argument: MG, SG, GL, RL,
LG, RG, PG, or BFG. This will show every player's accuracies for
the given weapon, and highlight the most accurate.
Referee
Commands:
ref <password>
Login (authenticate) as referee. Replace <password>
with the set ref_password. All ref_ commands can
now be used by the authenticated referee.
ref_makeref <clientnum>
Make another player into a guest referee. A guest referee
has all the powers of a normal referee, except he does not have access
to the banned IPs list, nor can he make another player a guest referee.
unref [clientnum] Un-authenticates
a referee. After using this command the referee is no longer a
referee and thus cannot use any of the ref_ commands
anymore. If a client number is supplied and the client numbered
is a referee, that client will cease to be a referee. Guest referees
cannot do this.
ref_clients
Returns a list of players with their client numbers and IP
adresses to the referee.
ref_invisible
Makes the referee not appear on the scoreboard. If he isn't
already spectating, he will be forced into spectator mode. For
all intents and purposes, the referee is invisible on the server,
and may spectate and take demos of suspected cheaters. Issuing this
command again or joining a team will make the referee appear to connect again.
ref_wallhack
Allows a referee to see players through walls, if and only if the
referee is a spectator and is following another player. Wall hacks
are easier to spot if you have one yourself - this should help referees
decide when to record a demo for examination later.
ref_kick <clientnum>
Kicks a player from the server. Replace <clientnum>
with the client number of the player that should be kicked. (See
ref_clients.)
ref_ban <clientnum>
Kicks a player from the server and adds the player's IP
address to the ban list. (See ref_addip.)
Replace <clientnum> with the client number of the player
that should be kicked. (See ref_clients.)
ref_remove <clientnum>
Removes a player from a team and makes him/her a spectator.
Replace <clientnum> with the client number of the player
that should be removed. (See ref_clients.)
ref_putred <clientnum>
Moves a player to the red team. Replace <clientnum>
with the client number of the player that should be moved. (See
ref_clients.)
ref_putblue
<clientnum> Moves a player to the blue team.
Replace <clientnum> with the client number of the player
that should be moved. (See ref_clients.)
ref_swap
<clientnum> <clientnum> Exchanges two players.
ref_restart
Restarts the map. Has the same effect as the map_restart
command, but this can be called by a referee without rcon or
having to call a vote.
ref_map <mapname>
Loads a new map. Replace <mapname> with the name of the
map to load. Has the same effect as the map command, but
this can be called by a referee without rcon or having to call a
vote.
ref_nextmap Loads
the next map in the rotation.
ref_allready
Forces all players to ready
ref_allnotready
Forces all players to un-ready
ref_lock Locks
both teams
ref_lockblue
Locks the blue team
ref_lockred Locks
the red team
ref_unlock Unlocks
both teams
ref_unlockblue
Unlocks the blue team
ref_unlockred
Unlocks the red team
ref_speclock
Locks both teams from being spectated (followed)
ref_speclockblue
Locks the blue team from being spectated (followed)
ref_speclockred
Locks the red team from being spectated (followed)
ref_specunlock
Unlocks both teams from being spectated (followed)
ref_specunlockblue
Unlocks the blue team from being spectated (followed)
ref_specunlockred
Unlocks the red team from being spectated (followed)
ref_timeout / pause
Calls a referee timeout, which lasts until the referee
disconnects or calls ref_timein. Referees can also use
this command to extend an in-progress team timeout.
ref_timein / unpause
Ends an in-progress timeout, whether it was called by a
referee or a player
ref_addip <ip>
Adds a player to the ban list. Players on the ban list can
not connect to the server anymore. Replace <ip> with the IP
adress of the player that should be banned. Use ref_clients
to find the player's IP adress.
ref_removeip <ip>
Removes a player from the ban list. Replace <ip> with
the IP adress of the player that should be unbanned. Use
ref_listip to see the list of banned IP addresses.
ref_listip Returns
a list of IP adresses that are banned from the server to the
referee.
say_ref <message>
Sends a message to the referee channel. Anyone may send messages
to this channel, but only referees (and the sender) may see messages
sent on this channel. This is useful to let referees have private
conversations on a busy server, and to let players notify referees of
possible problems without causing a ruckus on the server.
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